This patch has been a serious look at player progression, tons of feedback from watching the new streamers, and includes AutoExcavators, lovely visual upgrades to the Ore Pings, Crystals to encourage players to explore, falling damage, a revamped and improved crafting interface and rare, craftable upgrades for the Power Logistics.

However, not resting on our laurels, whilst we're waiting for the testers to give a thumbs up to the previous patch to go to mainline, there's a shiny NEW test patch for you to test!

The new 1.15 patch is going to include the brand-new AutoBuilder, which should take a lot of the tedium and hassle out of building very long vertical Conveyor Lines. There's also been a complete redesign of the Research system, which should guide new players in a much less confusing fashion, new Manufacturing Plant upgrades and MatterMovers have been made much more attractive to players!

Global lighting will now blend smoothly when moving into and out of the depths

Players can no longer use Build2Me with Storage Crates!

Fixed issue with incorrect results when using Unknown Ping.

LPTs now store rolling average power transmitted - handy for testing how a specific LPT is behaving.

All Ore Pings' transparency increased by 15%

Reduced many machines' maximum audible distance to 32 metres.

Ore Smelters now calculate and display efficiency (Heating or Smelting versus Idling and looking for materials)

Blueprints now accept wheel mouse inputs when using the Manufacturing Plant

ChatPanel now much more reactive to input

Increased max storage of LPTs, as the lens upgrades were emptying lasers too quickly relative to their charge and discharge rate

Ore Extractor now stores and displays work efficiency

Induction systems now cause double burn rate, but 8x power usage and heating rate. This is to counterbalance the previous, (now fixed) bug that causes un-inducted smelters to use up WAY too much power.

Reactor VATs now give better error messages when missing ingredients.

Vastly improved readout and status of AutoExtractors.

Reduced research cost of Macerator.

Lasers can now pass through blocks marked as glass

Tweaked cave wall colouring rate

Crystals are tiered according to depth - the best crystals are around -500 metres deep.

Research panel now lists category ID

Research panel now lists the necessary requirements to achieve research

Added 6 tiers of Crystal Lenses, used to upgrade Laser Power Transmitters

Reduced hopper Vacuum rendering distance

Tweaked Ore Ping colours

Changed ARTHER to give more reliable solar power in new bases.

tweaked behaviour on locking cursor to be less stupid on focus grab

extractor window marked as dirty under better circumstances

locked game input away when console is open

dragging stuff around no longer adds to your hotbar randomly

UI keeps smooth when SIPPanel is sliding off

Improved mouse/joystick input separation

Substantially reduced the amount of power smelters need to maintain temperature

ARTHER now continually signals where the base is, until such time as you craft him a power core

The 1.14 patch should go live tomorrow morning - this introduces quite a lot of new things!

This patch has been a serious look at player progression, tons of feedback from watching the new streamers, and includes AutoExcavators, lovely visual upgrades to the Ore Pings, Crystals to encourage players to explore, falling damage, a revamped and improved crafting interface and rare, craftable upgrades for the Power Logistics.

However, not resting on our laurels, whilst we're waiting for the testers to give a thumbs up to the previous patch to go to mainline, there's a shiny NEW test patch for you to test!

The new 1.15 patch is going to include the brand-new AutoBuilder, which should take a lot of the tedium and hassle out of building very long vertical Conveyor Lines. There's also been a complete redesign of the Research system, which should guide new players in a much less confusing fashion, new Manufacturing Plant upgrades and MatterMovers have been made much more attractive to players!

One of the great things about getting in on the FortressCraft Evolved's Early Access is your ability to access upcoming builds as they are in development. While these builds are not as stable as the ones pushed live for everyone, they allow you to get hands on and see the progress being made!

Below is just a small example of some of the updates that are in the Steampipe which will be pushed to the main branch in a later update. Click HERE for the full and evolving list of updates.

Available in Current MULTIPLAYER Steampipe Beta (V1.13c)

Complete item overhaul, especially WRT multiplayer

Fixed client-side power transfer not working

Survival entities now network synced (Server->Client ONLY)

Fixed performance collapse!

Further improved CPU usage when looking at blocks a long way away

Power Transfer now timestepped (Getting power from batteries at low framerate is not longer slow)

Improvements to MP Survival - ore smelters and extractors should now work

To access the various Beta Branches such as the aforementioned MULTIPLAYER branch or the Linux and Mac Beta Test branches simply Right Click on FortressCraft Evolved in your game's Library list, Select Properties, then click on the BETAS tab in the window that pops up. Once on the BETAS tab you will see a dropdown menu that will let you select a Beta branch to access.

PLEASE NOTE:Builds on the Beta branch are not going to be as stable the official updates that have been pushed live. Also note that the PC is the leading platform so if you go in and test the Linux and Mac builds they will be behind the development of the PC. Beta branches are also constantly updating and are not fully tested. Access at your own risk.

What is greater than the power of one’s imagination? Combining it with others to create things you wouldn’t even think of on your own. To create, to build, you need tools and FortressCraft Evolved has the most robust toolset that allows big things to be built in little time as well as the most space to do it in!

The only limit to the number of players is the power of the machine hosting it. no limits on the number of players, so probably a few thousand on a supercomputer, and a hundred on a kick-ass gaming rig.

Today FortressCraft Evolved unleashes the power to create with your friends unlike ever before in the Creative Mode Multiplayer DLC – available for FREE for those who own the game.

Creative Multiplayer Features

The full raft of FortressCraft's world-class tools are available for multiplayer, including copy/paste, superbuild and schematics!

Host your own servers -- dedicated servers have yet to be implemented

Select from a variety of premade avatars or create/customize your own

Creative mode now has multiple Biomes, giving much more variety in the landscapes and views you will see.

In addition to the new Creative Mode Multiplayer there are improved Survival weather effects -- including depth cuing, distancing, fog, mist and blur as well as many other bug fixes and quality of life improvements! Performance increases have also been made aimed at getting the framerate high enough for Oculus DK2!

Remember, to keep up with the latest developments, check out @fortress_craft on twitter - we're very keen to hear your feedback!

The main features are the Personal Storage system and the Mass Storage System. You can now (T)ransfer items into Storage Hoppers by pointing at them and pressing T - this allows you to clear out all of those smelted Bars that're clogging up your inventory.

You can build Storage Crates for manual storage, to store items you don't need. These can't be automated.

Finally, there's support for Automated Crafting.

Those patchnotes in full: (V1.11)

Added overflow item queue for items that don't fit in conversion.

Fixed infinite ore bug via 'feed ore' button.

Player data stored via Steam ID instead of display name. This will fix game progress being reset when you change your steam display name. Old files will convert to new format. NOTE: If your steam display name was a valid hexadecimal number (only characters 0-9 and A-F or a-f), game will refuse to convert. In that case abort the ship crash by exiting before it completes and manually copy the contents over to the new folder.

Added Mass Storage facility

Added Mass Storage Input Port

Added Mass Storage Output Port

Added Mass Storage Input cargo robots

Minor fix to ensure dropped Items do not get embedded in the ground so much

You can now press T to Transfer items from your Hotbar into a Storage Hopper

Fixed a bug with Storage Hoppers.

InputHoppers now attempt to use the closest Mass Storage Crates for preference.

InputHoppers now have an awesome preview of the items they're looking for.

HoloBase now knows about Mass Storage Systems

Manufacturing plants can now be set to automatically craft an unlimited amount of a single item. Issues WILL arise if the item needs more than 4 materials. An auto-crafting plant also requires constant power, and there's currently no point in this. (Tomorrow's task is to make the Mass Storage Crates require Tin Plates, which will in turn be dying for automation)

Lots of improvements related to Smelters, Storage Hoppers and Conveyor Belts to allow them to cope with Objects, Items and Cubes.

Added Storage Crates for manual non-automated early storage.

Fixed major memory leak with weather system

Jet Turbine power generation increased approx 10-fold (it's now 12.5x as fast at generating power as the PTG with coal)

We asked the community what the two-most demanded features were, and we've delivered those (as well as a metric ton of other fixes and improvements!)

First, we added support in for direct sort of ores on conveyor lines. Ladies and gentlemen, I present to you, the MK1 Robot Arms:

Secondly, we've greatly improved the user interface; all of the most-used machines now have a specific, clickable dialogue box. This should allow new players to navigate and understand their base much better.